// Management · RimWorld Mod

Set my Defaults (and more)

Set my Defaults (and more) mod preview for RimWorld

Workbench Defaults I just wanted my workbenches to remember their bills.

Workbench Defaults

I just wanted my workbenches to remember their bills. That's it. That was the whole dream. Every new colony, every new stove, re-adding "Cook simple meal until you have 30" for the four-hundredth time, by hand, like an animal. The smithy. The tailoring bench. The stonecutter quietly judging me. I'd had enough.
So I did what any reasonable person with absolutely zero C# knowledge would do: I asked an AI to write a RimWorld mod for me. And… it works? I tested it. I genuinely tested it. It actually works. I am as surprised as you are, possibly more. I do not fully understand the code. Please do not ask me how it works under the hood — I will simply start sweating. But the bills? They default now. The dream is real.

What it actually does

  • Default bills per workbench type. Build a new kitchen/smithy/whatever and it auto-loads the bills you saved as its default.
  • Save/apply/clear via a button in the Bills tab and a command button on the building.
  • Storage buildings too — shelves & co. remember their filter + priority.
  • Defaults are global — they carry across colonies and save games.

Compatibility

Works with practically every mod — it only touches vanilla building/bill/storage stuff and adds nothing where it isn't wanted. It also goes the extra mile for those in particular:
  • Project RimFactory — S.A.L. assemblers get default bills, storage machines remember their settings, and even conveyor splitters are supported.
  • Better Workbench Management — sits happily right next to it (this is the "defaults on placement" piece BWM never had).
  • Blueprints Forked — a blueprint remembers each building's bills & storage and rebuilds them, even across different save games.
  • Modded Workbenches — all Workbenches added by mods work too.

Wishes & bugs

Got a feature wish, or did something explode spectacularly? Drop it in the comments. No promises on speed (see: "does not understand own code"), but I read everything.

License

The code is free. Fork it, ship it, learn from it, rip it apart, build something better, whatever you want. No rights reserved that I'm aware of. Go nuts. Requires Harmony. === BIG UPDATE — please read === This mod used to be "Workbench Defaults" and only remembered workbench bills. It has now grown a lot and been renamed to "Set my Defaults (and more)": it remembers defaults for your COLONISTS as well — their schedule, work priorities, policies, and more — on top of everything it already did for buildings. All the original building features are still here and work exactly as before, and your existing saves and saved presets are untouched. Nothing else to do; the new pawn features are on by default and fully configurable in mod settings. === PAWN DEFAULTS (new) === Set up one colonist exactly how you like, then save it as a named preset. One preset is the "default" and is applied — ONCE — to every colonist who joins from then on (starting pawns, recruits, refugees/quest joiners, and babies once they grow up). A preset can include any combination of: Schedule (the 24-hour timetable) Work priorities Apparel / outfit policy, drug policy, food policy, reading policy Hostility response, and medical care + self-tend Select a colonist and use the "Defaults" button to save the current setup, apply a preset (to one colonist or to all you have selected at once), or manage your presets. Every part listed above can be switched on or off independently in mod settings (Pawns tab). Presets are saved globally on disk and work ACROSS save games: each policy is matched by name in your colony, or recreated with the saved content if it isn't there yet. FREE WILL / FREE-ISH WILL (optional). Detected automatically. Because Free Will continuously manages work priorities, the work part of a default is skipped for the colonists it controls (it would just overwrite it); schedule and policies — which Free Will doesn't touch — still apply. COMBAT EXTENDED (compatible). Pawn defaults only set vanilla schedule / work / policy / medical state. They never touch CE's inventory, loadout, or ammo "loading" system, so your CE setup is safe. === BUILDING DEFAULTS (unchanged) === Build a new workbench (kitchen, stonecutter, smithy, machining table, etc.) and it is automatically populated with the bills you saved as the default for that type of workbench. … (Bills-Tab-Button + Gizmo: speichern / anwenden / verwalten; per Gebäudetyp global gespeichert.) STANDALONE • STORAGE BUILDINGS • PROJECT RIMFACTORY (optional) • BLUEPRINTS FORKED (optional) — (wie bisher, voller Wortlaut in About.xml.) === NOTES === Settings that point at colony-specific objects (a bill's "take to a SPECIFIC stockpile" target; a per-pawn worker restriction) are intentionally stripped when saving, so a default works in any colony. Slaves are not auto-configured (you can still apply a preset to them by hand). Safe to add to an existing save. Safe to remove.